Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Feedback/Questions: The Megaserver System: World Bosses and Events
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
I really like to know, why are some people so against joining big and organised guilds?
There are so many benefits, from my perspective anyway. Why I like being in a large guild:
-Biweekly guild missions, very high success rate (except when a GM is bugged).
-Many other events we organise (such as guild quiz and guild lottery)
-Doing many things with your guildies, in an organised way (like wvw or dungeons)
-Access to a guild forum, facebook group and voice chat (in this case mumble).
-It’s very social, met many people there whom I now consider my friends
-Guild passive bonusses
-Now world events are added to the listWhy are people so resistant to having this?
This is a serious question btw, I’m really curious about this.
For a lot of reasons. For me, it’s mainly about not getting lost in the crowd and the smaller cliques that naturally arise from have a lot of people in one larger group. Some people prefer the familiarity and closeness of a small, tight-knit group.
Also, everything you listed above is available in smaller 10-20 man guilds. It certainly is in my smaller guild, and I’m sure it’s true of many others.
To the point of the thread, prior to the announced changes, you could have both – be in a small guild and still participate in larger world events. It would seem that’s mostly changing.
Oh What about talk with WvW? If all Towns are together and You Opposing team is in your town with you (It could happen) it will make it much easier for them to spy….
Why limit us to only one boss being up at 15 minute intervals? What if they set it up so 2-3 zone bosses could spawn at specific times – ie, Shadow Behemoth, Dredge Commissioner and Shatterer all spawn at 6PM; Maw, Golem, and Covington spawn at 6:15, etc. It’s still on a set cycle with bosses spawning every 15 minutes – but offers more flexibility to the players. They could put different bosses on different respawn timers so it’s not always the same 3 bosses paired together – and the timing could be set so the boss isn’t always at the same time each day (one day SB is at 6PM, the next day he’s at 7PM, the next he’s at 6:30PM, etc.). The bosses would by necessity spawn more frequently, and it would give those with limited play time a choice of which boss to attack rather than only seeing the same few bosses each time.
It seems to me that the benefits of the megaserver changes outweigh the detriments…but only if you’re part of some specific groups.
- People who are on low population servers benefit because they have easier access to populated maps.
- People in large guilds benefit from being able to trigger events.
- More serious players benefit from being able to schedule their world boss events, and by being part of larger guilds (which increases the chance of their being put in a map with guildies, and allows them to fully take advantage of event triggering)
The waypoint changes, the change to temples (I am very, very glad I’m done buying Obsidian Shards), and the dungeon changes are a bit detrimental overall, but if you’re part of one of the above groups, it’s a small price to pay.
That being said, not everyone is part of one of those groups. Speaking as a casual player on a very well-populated server (TC), the megaserver changes bring nothing to the table. Virtually every map had enough players to complete world events. I played events as they came up. I loved being able to look at one of the online timers and being able to see that Dwayna or Grenth or Lyssa was up. This allowed me to maximize the effectiveness of my limited game time.
These tools have now gone away. I won’t be able to see if temples are up. I’ll have to deal with contested waypoints where I didn’t before. I’m hoping that the devs’ claims are right, and that the population changes won’t alter the culture in the maps, particularly as I enjoy RP; however, the best-case scenario here is that things don’t get worse. The solution of joining RP guilds isn’t really a solution; it benefits players who are already part of a big community. That’s not me. I like open-world RP. I’m terrified of people in guild.
I’m not saying the megaserver changes are bad; my player experience is not the same as everyone else’s. It might end up being a good change overall. I just know that I’m personally kind of worried and a little sad about it.
My biggest gripe about this whole ordeal is that these events are SCHEDULED.
Since release, metaevents were NEVER an issue and many people on many servers did them.
This is a huge 180 degree shift and any positives from the megaserver feature are far outweighed by the negatives.
I come home at 7:00 pm and I stop playing at 11:00, as most people with full-time jobs do.
Now I’ll have to take great consideration into what I do with my time. I have to make sure that if I want to do fractals to make sure it’s a quick run if I want to do certain metaevents.
And if I want to do jungle wurm now, I will have to wait until the weekend, or somehow coordinate with TTS starting the event, despite the whole guild essentially being dozens of smaller guilds.
This is a terrible update and Anet needs to postpone it ASAP.
What will this do to guesting to other servers or will there even be a need?
Guesting to another server will make you more likely to be placed on a map with people from that server as opposed to people from your own server.
At least that’s the interpretation I came to.
Guesting was actually a workaround to a problem that a single virtual server would solve. I expect there to be no need for it. However, they are, inexplicably, maintaining a distinction around ‘world’ so, hey, anything is possible. It’s at best a very poor conceptualization of a megaserver or single virtual server. I don’t understand at all what they were thinking as the actual problem and its solution is very straightforward.
You people amaze me with your complaining. Its not like you can actually take out Tequatl without the help of a large guild.
Wrong. SBI takes him out every night at reset without any large guilds.
This mega server change will ruin our current organization though.
These boss changes are not what I was ready for.
Since bosses are becoming less accessible, are all enemies across the game receiving an upped chance of better loot (exotic drops) to compensate these drastic changes?
My amount of play time is short, & with the current setup the game provides, I can hit a good amount of bosses & have the feeling (& loot to show) my accomplishment of successfully taking down some big baddies.
This change now limits my time to just 2, maybe 3 bosses a day if I skip out on daily. This is not at all friendly to those that work with limited amount of time. For the first time, I am actually considering to not spend money on Gems/Anet.
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With waypoint change coming – I can now see mounts coming :\
This is some late April Fool’s sick joke……….right?
Since I usually solo or do occasional world bosses, it completely messes my play style up. I don’t see how I’m going to benefit from this at all.
yeah not a fan of the scheduling of a dynamic ever changing world.. just dosnt make sense in the same sentence? Not sure of the common sense behind putting the world bosses on a strict schedule. All other changes seem to be great but the Double wp fee/not seeing what wps are contested is not a good idea and def not a fan of the putting all bosses on a tight schedule.
i could be wrong but like i said before. Guildwars 2 was advertised as a Dynamically changing world with lots of random aspects to now a Dynamically Changing world on a schedule. Pfft Not happy with the last few sugguested changes. I will give it a try but if this company keeps missing the target on these updates i think myself i will move to another of the many good MMORPGS that are coming out soon anyways!
These boss changes are not what I was ready for.
Since bosses are becoming less accessible, are all enemies across the game receiving an upped chance of better loot (exotic drops) to compensate these drastic changes?
My amount of play time is short, & with the current setup the game provides, I can hit a good amount of bosses & have the feeling (& loot to show) my accomplishment of successfully taking down some big baddies.
This change now limits my time to just 2, maybe 3 bosses a day if I skip out on daily. This is not at all friendly to those that work with limited amount of time. For the first time, I am actually considering to not spend money on Gems/Anet.
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With waypoint change coming – I can now see mounts coming :\
This is some late April Fool’s sick joke……….right?
It would seem that you are confusing loot system with server architecture. The loot system will not improve until they fix the loot system.
I have to say, I’m going to test this out before making a final judgement, but this sounds like it will work out horribly for me. I ideally play from 11PM to 1am EST, occasionally as early as 10pm, and occasionally as late as 2am, but ideally I stay within that time window. In that time, barring LW content, I hop from open world event to world event on my server, and enjoy it immensely. I do not belong to a guild, nor will I, I do not usually group, nor will I, I just move around on my own based on the event listings, and that’s how I LOVE this game. These changes look to cause my fun to plummet.
1. Looking at the schedule, I will NEVER be able to do the Karka Queen again! I typically do the event once per night, depending on when a zerg gets it started, so on average more like once per 3-4 nights, but still, relatively often and I enjoy it. Per the new schedule, the event only goes off at 9pm and 6:30 AM, completely outside my play window. Apparently you can launch it as a guild, but I am not a part of a guild, and WILL NOT be a part of a guild capable of doing this, so that’s a non-issue to me unless it will be as easy to tag along on these runs as it currently is to jump over to Southsun when I see the event is up, and without having to coordinate with these guilds in any way or getting shunted to an overflow. This change is a stab to by GW2 gut.
2. I will almost never get to do Claw of Jormag again. I love this fight, but each version of it falls 30-1:30 minutes outside my standard window, so I’d only ever be able to play it when I’m able to get in early, or if I push myself to stay up late. Super bummer. The same is true with Golem MKII, another that I like, while some events I never do, like Megadestroyer and Covington, are right in my window. Yay. At the very least, at the BARE minimum, you need to add some rotation to this schedule, such that the events that fall into one window one night would fall into a different window the next. Of course, my luck, the schedule will keep rotating in a way that the nights I am able to play early or late my favorites will fall right in the middle, while the nights I can’t they will fall outside of my window.
Ideally, what you could do is double up the schedule. make it so that 2-3 events are happening at any given time, thus cycling much faster, and allowing the PLAYERS to choose which they want to do. With the mega-servers it shouldn’t be hard to find enough people to fill all three simultaneously. So instead of Claw being at 10:30, 2:30, and 4:30, and Golem MKII at 9:30, 2, and 4, and Shatterer at 8, 1, and 3, you could mush them all together, so that three different ones are available at every hour on the hour, or the 15, or the 30, whatever, each launched every hour a half or so on rotating interlocking schedules.
Each 15 minutes interval would see three different events going on, and always a different combination, and no event would fail to cycle at least once every hour and a half or so, so it should always pop at least once for you. Of course you’d need to let players know that these are happening, so the event tracker API would need to give five minute warning for each of these events, much like the warning given before the Marionette event. Then, at any given time you could check the API, see that Fire Elemental, Claw, and Megadestroyer will be up in five minutes, and jump to the one that interests you. The daily reward caps would limit the amount of trouble people could get into by doing Claw the maximum times per day.
3. Pre-Events. It’s looking like pre-events will become non-existent or irrelevant to the main fights? Honestly in some of these, the pre-events ARE the point. The Modnir Ulgoth fight, for example, the actual boss fight, from the warbeasts to the end, is fairly meh and minimally rewarding, but it’s the swarms of Centaurs in the previous event phases that make the event chain interesting.
Now, if these are designed to go off more automatically, like if the “Stop the Cantaurs from retaking their camps” event starts like twenty minutes before Ulgoth and each phase completes with or without player participation (but maybe with personal “succeed/fail” rewards based on whether objectives are met) then that would be ok, and I could show up at around 1:10 each night to join in on that, but if the pre-events are gone entirely then it takes a lot out of several of these events.
Continued. . .
you spend complaining about it on the forums, you’d be
done by now.”
4. Contested Waypoints. So from the sounds of this, if a WP is ever possibly contested, then you will never be able to use it from outside the map? So like a common example would be Union WP in Malchor’s Leap, that would never be open from outside the map? So if I wanted to join in on a Lyssa run, I would need to WP to Blighted Arch WP, and then if the map I end up on has Union cleared I could WP to that one? That seems very inconvenient. It means not only spending two WP fees, but also waiting through two loading cycles. Given that you’ve already talked about reducing the rewards from champ bags and events, this is a double kick in the teeth. The only way I could see this working is if you remove the “base” cost of WPing, so that taking a WP in the same zone would have a cost only relative to the distance traveled, rather than that cost plus a base 1.kitten .
Temple runs. From what’s said, my impression is that it will now be completely impossible to just join in on a temple run. My current habit is to watch the trackers, and when I see movement on a temple I want to do (like Melandru is “escort to the second beacon,”) I’ll hop over there. My understanding of the new system is that each map will be in a different place, so there will be no way to track whether a temple is in progress, so if I jump over to Meddler’s WP, they may be going to the second beacon, or fighting the last fight, or not starting at all. Fun. :|
tl;dr
I like the mega-servers, but you need to go back to the drawing boards on some of these world events, make them so that a player has more individual control over which events are available to him. It should NOT require guilds to access them, it should NOT be based on such a rigid timer system that essentially locks out many of the events,
you spend complaining about it on the forums, you’d be
done by now.”
Keeping up with this thread since it started & it seems to be around 80% negative feedback so far.
It seems to only be benefiting the low pop servers & screwing e1 else.
(And still not helping small/medium sized guilds at all.)
I totally understand the need to help the low pop servers in some way, however, alienating 80% of your player base to do that isn’t really a smart business model.
I was never one that would have voted for consolidating servers before but, now…. I think that may be the way it should have gone.
I believe that ncsoft’s concern is that publicly admitting that consolidation is necessary due to a decline in player base is decidedly not good for their image or their pocketbooks. But, this may turn out even worse for them in the long run.
They should have just spun some fancy words or come up with some other ‘public’ excuse for consolidation.
Having been slowly losing interest in the game over the last few months, I was getting super exited for this update… until this ‘big reveal’.
The ‘set’ world boss schedule
The blow to server identity & pride (& some level of privacy)
The kick in the pants to guilds like TTS (for example)
The cut in gold from champ bags, double waypointing etc (which is NOT balanced by removing repair costs)
The fact that u will have to dbl load into some maps
The destruction of World Boss Train
The impact on Role Playing servers
The impact on Guild Recruiting
The impact on asking for WvW help in ‘LA’
Still no new guild missions for smaller guilds who will potentially never be able to unlock the new guild perk
Randomized nodes which will impact the market intensely AND take away a viable & enjoyable way to make gold & collect needed mats for a portion of the population
….and I’m sure I’ve missed some
Anet/ncsoft, please consider this large amount of negative feedback & make the tweaks necessary to make the majority of your player base happy. Do Not go through with this full-speed-ahead as it stands!
I don’t get why they needed to set the world boss spawns to specific times during the day. Was it just easier to program or something?
You have the code available for world events to spawn during a set window on overflow servers. Marionette is an example of this. Let’s face it. Everything is now an overflow except you have prioritization with the ranking on how people enter a specific overflow. You’re able to set failure timers.
What’s so difficult about keeping the timers how they are but all overflow servers abide by one single timer? Every world boss event is treated like the Marionette event. For example, let’s say you have the timer for Jormag. He hit the window and eventually spawns on all active overflows. Players then have 10 minutes where they can create an overflow to do that event. The failure and event overflow timers prevent overlap and people from infinitely doing the event back to back.
I see no need to have bosses on set schedules when you have already programmed an alternative in the living story that would allow us to keep the current spawn timer system.
- Schedule of World Bosses
Horrible. All the spontaneity taken out of it.
As far as efficiency, even worse than horrible. Right now, I could get 80% or more of them (plus 2 or 3 temples) on an average night immediately after daily reset within an hour or two. The schedule as it stands would now take me 2 or 3 times longer for the same amount of rewards, and a lot of waiting around or doing earlier part of the chains (with the pitiful gold/karma rewards from them). This is especially noticeable on the events with long chains – Modniir Ulgoth as an example – that’s as involved of an event chain as most of the temples, with the large majority of the rewards at the final step. if that scheduled time is when the first event in the chain starts, then the question becomes: do I go then, and spend half an hour working for little benefit, or wait 20 or 30 minutes, then try to get lucky getting onto a map that bothered pushing the event?
-Rewards
Rebalance of rewards from them? I don’t think its going to come close to making up for it. Blog was noticeable lacking details here.
Downstream effects of this could be quite dramatic. Think of ectoplasm. All of it in game comes from salvaging rare or exotic gear. Only John Smith knows for sure, but how much of that is gear from daily chests from world bosses? Based on my experience with over 200% magic find, I get very few rare or better random drops. I would guess upwards of 80% of rares, and therefore most of the ectos come directly from world boss events. If I was in the mood and position to speculate, I’d be buying up all the ecto I could get at the rate of 37ish silver each and relisting at 2+ gold each.
Event frequency should probably be doubled as compared to the schedule on the blog. Rewards should probably be tripled as compared to today.
-Waypoints
Initial reaction is bad. Will dramatically increase travel time and annoying loading screens. I have dual SSDs (OS on one, game client on the other) and the rest of my system is top notch. Loading screens are still long and annoying. I really can’t even imagine how annoying this could be on slower systems.
Want to know how bad it really is? Get to an overflow map now and see how many waypoints are unavailable across the entire world.
-Dungeon entrances
This sounds like possibly even the worst news yet. Again, any efficiency is gone. I frequently (2-3 times a week) run with a guild group and we run through 5-8 dungeon paths in an hour or two. Might as well drop CoF and CoE out of the regular lineup as it’ll be completely hit or miss on reliably getting in.
How about this? Similar to story mode unlocking explorable paths, track whether each character has completed the dungeon open event, and let them enter anytime regardless of event status after they’ve done it.
-General
I am reserving judgement on how easy it will be to get into the map with the people I want to play with, and the general impact on server communities. If done right, this could be a very good thing. I’m just afraid it will end up being just as frustrating as overflows.
imho the timers posted in the news message for CET “Hard-Core, Mega-Organized Events” is simply put horrible.
no sane person plays between 3:00 and 5:00
12:30 and 14:30 eehm wont evry1 be at work/school?
and between 18:00 and 20:00 most ppl will be having dinner.
simply put i wont ever be able to do any of these events with my current playtimes and im positive im not the only one.
the guild initiated events are ok but i dont think there are many guilds around that will start a teq spawn for the sake of the world let alone finish it succesfully if not organized well.
perhaps as a suggestion:
1. a 2 hour voted world spawn might work better for evryone, evry 2 hours 1 of 3 bosses will be able to spawn depending on votings.
2. perhaps make some sort of queue system, but that might not work out well we all know how raid-finder ruined “the game that shall not be named”.
3. of not these insane timers and just make a random boss spawn each x amount of hours.
either way with these schedules the players needs more control on what boss and when without being dependant upon a guild willing to put in the effort.
well my 2 cents
Take this as an example as to what this change is going to do for me:
Every weekday I have only 4 hours to play – 7 pm to 11pm since I have a full-time job, as many other people here do.
At this rate, I will be unable to do all metaevents like I can currently do them now. I now will have to give up the opportunity to do certain world bosses if I decide to do any other activity, such as WvW, dungeons, sPvP, crafting or gathering.
I’m also unable to do certain hard world bosses, such as teq and wurm since they are on a much longer cooldown. Yes, I will be able to do them on-demand with the new guild ‘missions’ features, but that also interferes with my ability to do other world bosses.
Not to mention it messes up TTS/Attuned coordination.
Please, Anet. Reconsider. Put a stop to this and rethink this through before releasing.
Oh What about talk with WvW? If all Towns are together and You Opposing team is in your town with you (It could happen) it will make it much easier for them to spy….
This is much easier to do with guesting.
Also just a minor suggestion, if anet can keep up with the things we do how about we get something in game that lets us know what bosses we have killed for the day and have it reset with daily. Im still having to go out of the game and use an excel sheet to keep up with what bosses i have killed. I think tracking bosses would be more important to most than actually having a schedule. Apparently the system already keeps up with this cause if you do the world boss on same character you get no chest. So can i get a GUI option in my hero pane just like Daily events that show Daily bosses.
As someone who thouroughly enjoys smaller grouped play in theactual world, and even with the “faster” schedule for smaller boss events, I have to say that empowering guilds to do these lesser world bosses in a similar fashion, which typically would also be something that might be interesting for smaller guilds. (Most world bosses are exceptionally tough but still fairly doable with only 5 people)
Why aren’t the smaller world events included in the guild missions? I understand that might kind of take away the “living” feeling for the world, but I feel that this could potentially help people that might not have the time of the world, and greatly increase guild importance.
Ingame Name: Guardian Erik
I’m a player who like doing the event bosses, and I don’t like the “scheduled” bosses coming on 15 April.
To begin with, my ability to play is rather random, and now I’ll have to “schedule” when I fight a specific boss. I may not be able to fight bosses I enjoy.
Second, the bosses will become even more clockwork and boring. I like a little randomness in my world.
I am not in favor of this change.
You do understand the casual playerbase actually paid for the majority of the game right? The elitists are a small, although vocal, portion of the gaming community. Without the casual “noobs” things like Tequatl wouldn’t even exist.
You paid for the game, you have every right to play how you want, that’s fine, but don’t go and tell me it’s because of people who have no idea what they’re doing that Tequatl gets done, most of the time you just kitten things up by taking turrets or afking. Regardless of that, good luck getting any tequatls done now.
(He who says tequatl also says wurm)
Why limit us to only one boss being up at 15 minute intervals? What if they set it up so 2-3 zone bosses could spawn at specific times – ie, Shadow Behemoth, Dredge Commissioner and Shatterer all spawn at 6PM; Maw, Golem, and Covington spawn at 6:15, etc. It’s still on a set cycle with bosses spawning every 15 minutes – but offers more flexibility to the players. They could put different bosses on different respawn timers so it’s not always the same 3 bosses paired together – and the timing could be set so the boss isn’t always at the same time each day (one day SB is at 6PM, the next day he’s at 7PM, the next he’s at 6:30PM, etc.). The bosses would by necessity spawn more frequently, and it would give those with limited play time a choice of which boss to attack rather than only seeing the same few bosses each time.
Glad to see someone with constructive criticism for a change.
On my end, it seems like you’re making node farming much more of a chore for no reason, and to make up for it something needs to change in the node farming system. For instance, Orichalcum and Ancient nodes and Rich nodes can only be harvested once a day per character, and I’ve made my bed with that. Under the megaserver system, node locations have the potential to be reset multiple times a day, making it potentially that much more annoying to harvest the same nodes on different characters.
Potential fixes to make up for this:
1. Have ALL nodes show up on the minimap, not just nodes within a certain vicinity of the player.
2. Introduce a “rare resource detector” that makes it easier to locate rich, ori, and ancient nodes.
3. Resource Vanquishing. Introduce a daily reward (it can be character or account limited depending on the reward) for harvesting every resource node in a given map. This has the added benefit of giving players an incentive to return to and explore maps that they otherwise would have gone through once to map complete, and then never touch again. And because of the location of certain resource nodes, it could take them to locations they never touched before because they weren’t necessary for map completion.
I have a couple questions. As an individual that oftens leads metas on my server, I have some concerns with the current time table for bosses.
1. At the moment, the easier bosses that appear on low lvl maps ( SB, FE, Maw, Wurm) Appear much more frequently and are lesser in number. I see that this is most likely an attempt to help low level players to get involved, but as there are more Mid lvl events ( Golem, Modniir, Shatterer, etc), is it fair for those spots to be taken for the Larger scale events ( Karka, Teq, Tri Wurm)?
The other tradeoff I see is that you can do the Large events without fear of missing a mid level one, but considering the set up time that is usually necessary for Teq and Wurm, you’d miss the Mid Level event anyways.
tldr: Is it fair that the there are more mid level events but their spots are taken by Large World Bosses while the easy events still go?
2. How does this change effect Eye of Zhaitan, Foulbear, Dredge, and Fire Shaman, which were not listened in the time table? I know there is a TBD, but that’s 4 events neglected while the TBD is only one spot in the sequence for Mid Level Events. Hence question #1.
3. Temples present large concern for me as well. Seeing as we will not be able see the status of the Temple Events from Waypoints, nor from Websites that display timers, there’s no way leaders will be able to know if a smaller group or secondary train for Metas is doing temples, thus most likely throwing the timing for doing them possibly.
The counter for this argument would just to pop a new map, but since I don’t know completely everything about the system, not sure if this is doable with wanting to get everyone onto the map.
Thank you for your time.
Ehmry Bay loud and proud
Onyx Guard [oG]
Uh oh.
ArenaNet,
First, we love your game, that is why we are spending time on these forums.
Second, for the most part people like the April 15 Feature Pack.
My ReasoningThe forums attract naysayers at about a 5 to 1 ratio. Accordingly, the other announcements were extremely well received at a 1 pro to 1 con or a 1 pro to 2 con ratio. Which is puts the sampling between 5-1 and 5-2 in favor of the new changes.
Third, the boss/event feature changes of today are disliked by everyone.
My ReasoningAs far as I can tell, the comments in this thread (the only allowable thread to discuss these changes) seem to show zero in favor and 200ish opposed. Only a few are saying the changes don't matter.
Specifically:
- Eternal and specific daily times for bosses mean that a lot of people will have to take vacations to fight a particular boss.
- The new boss timers will mean far less chance to participate with most bosses. (I used to have a couple chances an evening for most bosses. But now, I will only have one shot at each. Thus, if I want to spend some time with guildies, I will miss my only chance at a lot of bosses.)
- Waypointing will be far more expensive (may or may not be intended) and time consuming (loading screens, certainly not intended).
- Guild World Events will be impossible for small guilds.
- Guild World Events will be very inconvenient for large guilds.
- Loss of dungeon entrance monitors will discourage running dungeons. (When I have two hours to play, I am not likely to want to spend it unlocking a dungeon I will not be able to run. Instead, players like me will just do a different dungeon or previously do the boss train.)
Like I said earlier, we love this game. And we know you do, too. You have some good ideas and some impressive plans. But the pervasive opinion is that these specific changes will make the game a lot more tedious and slower than it needs to be.
Will you consider changing your minds here?
I don’t get why they needed to set the world boss spawns to specific times during the day. Was it just easier to program or something?
If I understand their news post correctly, yes. They could not mix flexible spawn times with the megaservers.
are you serious? we have to wait 3 hours in a map during the spawn window for one boss then wait 8 hours before the next 3 hour spawn window to do the next….
or will they all spawn at slightly staggered times during the 3h window? and if so in what order
what about players that have work/ sleep / a life outside your schedule during these 3h windows, should they just give up on ever doing world bosses again?
I would really prefer to have several standard/small bosses spawn at once, instead of a single one at a time. There’re bosses I like, there’re bosses I don’t, there’re bosses I’ve done already in a different timeslot.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
Strange question here, not sure if its been asked before. But wouldnt it had been easier to change how the overflow system works in general. To me the problem was the randomness of where you will be placed. Still seems there is a randomness to it. Guildwars 1 had districts for towns and outposts. Why not apply this to map zones so you can see a pull down menu of how many instances are up in a given zone and you can just messege friends and guildies and say. " What sparkfly are you in for Teq 1 or 12 ? is this not doable ?
so if this goes through, world vs. world as a system will end or be renamed into ‘open pvp’
there’s no other worlds to go against if they’re all apart of the same server.
bad idea.
let ESO do their thing and let GW2 do what works for them and the system already in place.
also, anet, please do not just consider the PVE side of this. the wvw system will need a total revamp, or it will be gutted.
EDIT: how does this affect wvw actually? are we combining servers except for this part of the game?
As true as Odin’s spear flies,
There is nowhere to hide.
(edited by Lightsbane.9012)
It would seem that you are confusing loot system with server architecture. The loot system will not improve until they fix the loot system.
Could you elaborate?
My thought was that since waypoint usage is now going to double (possibly triple) for some to travel, is there plans in motion for players to be more rewarded for hitting less world bosses due to the schedule that has been proposed that limits a lot of players choices in bosses to hit?
Example – From Queensdale to Mount Maelstrom (Golem Mark II) – Waypoint to 1 waypoint near entry of Gendarran Fields -> port in, waypoint to 1 near Lion’s Arch -> port in, waypoint to Bloodtide Coast -> port in, waypoint to 1 near Sparkfly Fen -> port in, waypoint near Mountmael Strom -> port in, waypoint to Golems Waypoint, hope he is still up by that time.
I certainly hope this is not what I have to do, otherwise I will be camping alts at every boss.
Please reconsider the (“hard-core”) megaboss schedule—many server communities (read: people from all sorts of guilds, not unified under TTS/ATT/etc) that do Tequatl runs daily or weekly do them at reset (not two hours later!) to accommodate the large population of EST players. The current schedule, as laid out in the blog post, is detrimental to those players, for whom Teq and Wurm spawn too late at night. At the very least, there needs to be two cycles of the megabosses back to back in US primetime, starting with karka (if you must keep that order) at perhaps 16:00 server, and again at 19:00 server.
“But,” you might say, “you could just have a guild start [insert boss] when you want to run it.” Again, I’m speaking specifically about server community runs, which may or may not be led by any particular guild(s). There are only two options, as far as I can see, and both involve a lot of headaches.
The first option is to solicit large, established guilds to start the boss(es) for the community. This requires involving entire guilds when only a few of their members are interested in participating, and/or putting the burden on a few guilds for the benefit of many. Additionally, we’d have to worry every day whether or not someone from one of those guilds (with the power to start for the rest of the map!) will be present .
The second option is to start/co-opt a guild now for the community, so that it can pop its own bosses when the schedule goes into effect. Of course, this brings up a whole other set of issues, such as convincing 150+ people to make room on their guild list, rep regularly for influence, and run an extra set of missions every week (not to mention administration hassle). On top of all that, it forces an organic coming-together of players into a guild structure.
I have concerns about being able to get everyone on the same map, too, but that’s a whole other post.
I dont think they should make this change until they have a much better way to handle dynamic events and create a semblance of permanism in conjuction with players some how effecting what happens. I also think scaling back the boss spawns based on timers is bad, in fact i dont even think TEQ and WURM should have been on timers, but rather announced, in game in some fashion, and mostly started via chain/or conditions being met.
Honestly this is a big change, and i dont think it will be a good idea until you come up with some very sound, well thought out systems for handling it without destroying so many other things that were built.
The very dynamic system would need to change to be something more along the lines of
random skirmishes which just happen, and area specific progression events (these arent linked on all Shards)
Large Every shard events that happen based on outcomes and momentum of the skirmishes and overall world state. For example special event which triggers when throughout the maps overall you build up momentum against the enemies, or the enemies build up momentum.
World state: Based on overall performance over time, the map changes events and even a little bit of design. Towns are little more developed, different main enemies spawn (for example kryta is about centaurs versus humans, but when the world has beat back the centaurs greatly, queensdale has to deal more with bandits, and other different types of enemies)
now all of this stuff is rather big and overarching, would require a lot of work, but you need to come up with solutions on this level to mesh well with a totally new world and player structure that you are presenting, without sacrificing many of the things that made GW2 interesting.
Essentially you have to come up with a new agreed upon world between players that is true not just for a server, but for all players, since you are creating an all player pve open world. At the same time, in keeping with the world design and some of the reasons people bought and play this game, you have to create a dynamic system that allows players to feel like they can in some respects change the world
You have to come up with a means of disseminating a lot of these changes to people throughout the world.
Or you can use the system you have in mind, and destroy the entire premise of permanance in the world, and reduce the potential of dynamic events and a dynamic world to almost nil.
I would really prefer to have several standard/small bosses spawn at once, instead of a single one at a time. There’re bosses I like, there’re bosses I don’t, there’re bosses I’ve done already in a different timeslot.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
+9000
I enjoy doing golem mk2 solo or svanir shaman with a small group, and as it can be done in 3-4 minutes instead of autoattack-for-10-minutes-might-as-well-read-the-forums-or-go-make-a-sammich.
For instance, Orichalcum and Ancient nodes and Rich nodes can only be harvested once a day per character
It is once per day per character per map shard.
In regards to the World Boss schedule. I actually like the schedule. I can not schedule when I do the world bosses. I will likely do the ones I like more frequently now as I can schedule them in my day. Not only that there is a boss every 15 minutes. That is about how long each boss should take(not necessarily does). That is how sometimes people were able to get in more bosses then with the schedule system. When in average it will likely be about the same.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
This is a fair point. If they go through with these changes, they definitely need to go over the scaling of each event so that the boss HP does not scale nearly as high as it currently does, so that large zergs do not take all the fun out of them like they currently can.
you spend complaining about it on the forums, you’d be
done by now.”
I would really prefer to have several standard/small bosses spawn at once, instead of a single one at a time. There’re bosses I like, there’re bosses I don’t, there’re bosses I’ve done already in a different timeslot.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
+9000
I enjoy doing golem mk2 solo or svanir shaman with a small group, and as it can be done in 3-4 minutes instead of autoattack-for-10-minutes-might-as-well-read-the-forums-or-go-make-a-sammich.
yeah im the same way some of the events i like to do and enjoy instead of the 500 player 10 minute 10fps rofflestomp that happens at some events. I was thinking a District System like guildwars 1 had but instead of in towns and outposts have it in each map zone. So people can actually have a choice. Fight the boss on a High Pop District or a low pop one. Or it even gives the option for people to meet in an Actual Place with an actual locale. Example: Hi guys in my guild. You doing Maw? if so what district are you in ?
I just dont understand why some game studios make sequels to their games and actually carry over some of the stuff that worked well in the first one over to the 2nd.
A few concerns :
- Static timer and very slow respawn of bosses combined mean people playing at particular time of a day will be fighting the same bosses again and again.
- Also it just feels odd that these bosses will wreck havoc on a strict alarm clock. Really defeats the purpose of Dynamic Events, it’s not dynamic and players do not actually affect the world.
- I was hoping megaserver system would help revitalize meta/chain events, but separating these and their finale boss encounter will do exactly the opposite.
This change seems like it will make the Meta event chains, which is the coolest part about GW2 PvE in my opinion, a lot less exciting.
(edited by Yid.3024)
For instance, Orichalcum and Ancient nodes and Rich nodes can only be harvested once a day per character
It is once per day per character per map shard.
Nodes respawn per character, allowing multiple characters to mine the same node.
*However, you can only mine the equivalent node once per character per day across all servers.
*For example, if you mine two Frostgorge nodes on your home server, until reset, you will not find any nodes in Frostgorge on guest server. Similarly, if you mine only one node, when you guest, you will only be able to find one other node to harvest.
*Above note is, however, untrue for the Karka hive node on Southsun Isle.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
I was just about to post something to this effect. The new system means that people won’t stumble across a few folks working an encounter. It means that you and a couple buddies can’t go have an epic battle against Boss X. Scheduling World Bosses means that people either join the zerg or don’t. Scheduling these things takes so much of the spontaneity and fun out of it.
My impression about this change is generally negative.
It seems like this system comes with its advantages but also disadvantages. For instance, we won’t be able to know in advance anything happening in other maps unless we have a guildie there and waypoint travel will cost approximately 40% more.
I would also like to hear more details about the difficulty readjustments for world bosses.
The zergy Living Story ends, the zergiest Living World is born.
William S. Burroughs
A lot of what I want to say are already said in this topic. I just want to add to the voice here.
Anet, PLEASE, PLEASE DO NOT implement the Megaserver system.
-scheduled, restricting events, please NO.
-have no control over what version of map I will be in, please NO.
-spend more time looking for ore nodes while my game time is already restricted by said event, please NO.
I totally cannot see any pro with the Megaserver. I only see the CONS.
Where is the “Dynamic” in “Dynamic Events”?
Please dont do this.
Incoming Quaggans [iQ]
(edited by NTDK.4897)
As the saying goes: “If it’s not broken, don’t fix it.”
I don’t see how our current system is really broken. If you take a look at the other forums regarding this massive server, I believe the negatives outweigh the positives. I see why they would like to do this but after reading numerous forum posts, this does not seem to be what the majority of the public wants – myself included. I’m not going to go into full detail about this anymore but I think Anet is going down the wrong path for this.
I can see people that are upset about this eventually leaving. Combining this with the way the Living World has been running, people will be scrambling for a seat on a lifeboat while this ship goes down.
That is how sometimes people were able to get in more bosses then with the schedule system. When in average it will likely be about the same.
Just ran over the schedule… I can tell that my usual boss runs will get halved, to 3-4 down from 7-8. Plus, I will have to stick dungeon runs in between and make sure I run “80 only exp speedrun” or I risk missing worldbosses. Not even speaking about occasional farming of Arah, Grenth and Melandru when they’re up – it’s either camping now, or… stop-reporting-minion-masters-in-Orr-as-T6-will-skyrocket-otherwise.
TL;DR: living by a timer is not as fun as it may seem.
Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.
I was just about to post something to this effect. The new system means that people won’t stumble across a few folks working an encounter. It means that you and a couple buddies can’t go have an epic battle against Boss X. Scheduling World Bosses means that people either join the zerg or don’t. Scheduling these things takes so much of the spontaneity and fun out of it.
So true … same point i was trying to make a few posts back.. Guildwars 2, An epic game with a truly changing dynamic world……….On a schedule.. coming april 15th.. … just sounds silly lolz A dynamically changing world thats on a set schedule, just makes me wanna laugh!
On the schedule:
- It is not written in stone. We will adjust it as necessary.
- There’s lots of ways to go about this, but the current thinking is that it would be more convenient to plan for specific daily times rather than have a “sliding” rotation. We felt this was particularly necessary for larger events like the Triple Wurm and Tequatl.
- Although the old system had certain advantages, it had some major disadvantages as well:
- Although non-scheduled events are more dynamic, you have a low chance of encountering events with long cooldown periods. Although it was originally thought that big events would be happenstance and rare opportunities that players would stumble on and become immersed in, we found that many players enjoy this type of content as a mainstay of their GW2 experience. When they can’t access that content regularly, we have a problem.
- On the other hand, you may be aware of the external event tracking sites and have been using them play on regularly basis. This is a good approach in concept, but there’s some major pitfalls if you miss an opportunity to play because of a new build or encounter an overflow server.
- The intent of the schedule is to:
- consistently provide access to large scale content for players who want to play it
- deliver that content in such a way that players can plan and organize to prepare for it
- help ensure that there are always enough participants in the content
- help ensure that there is always enough server capacity to for all of the participants regardless of overflows, megaservers, etc
- There are still and will always be a large number of meta-events and bosses that are not on the schedule.
At some point, we would also like to introduce a messaging system in-game so that it’s always clear what world event content you participate in without having to utilize a resource outside of the game. I have no guarantee or ETA of when we might actually see this though.
- This change seems like it will make the Meta event chains, which is the coolest part about GW2 PvE in my opinion, a lot less exciting.
I was hoping megaserver system would help revitalize meta/chain events, but separating these and their finale boss encounter will do exactly the opposite.
I have to agree. A lot of the downsides on the strict schedule are things in other mmos I was hoping to get away from with gw2.
I think I feel bad about the temples most of all. One map affecting another map was something special, and I hoped would get elaborated upon as time passed. Now it’s… officially dead.